My structure damage rules say that the number of structure points the vehicle loses = damage roll - armor roll (if the damage roll is greater than the armor roll. If the armor roll is greater, the vehicle doesn't GAIN structure points). I find this to be pretty convenient; 2 to 3 hits will kill most vehicles with this method.

i use brick damage this makes high radius weapons very usefull and makes expossed tracks very weak(unless there the new technic ones that for me represent heavy tracks) and weapons that have weak joints bad.

"some people are like slinkies there really good for nothing, but they still bring a smile to your face when you push them down a flight of stairs""Triangalism! What's the fuckin' point!"How's that compression ratio?

The reasoning for structure damage is that while a smaller target may be more effective (like the treads on a tank or a jet's engines), it's harder to hit that spot, especially with big guns. When doing structural damage, you get a bonus for the size of the object, making it easier to hit (but you'll need more successive hits to destroy it).

Also, some people would rather blow something to tiny pieces than simply kill the crew, and there's nothing wrong with that.

Doopliss wrote:I'm having trouble picturing how you can score ten successful hits on a tank without wrecking its engine/controls/treads, though.

Actually it does. For every point of structure damage something takes, it gets -1" to movement.

i use the near miss rules so if you fire at the treads but miss you might hit something else on the tank.

"some people are like slinkies there really good for nothing, but they still bring a smile to your face when you push them down a flight of stairs""Triangalism! What's the fuckin' point!"How's that compression ratio?

IVhorseman wrote:The reasoning for structure damage is that while a smaller target may be more effective (like the treads on a tank or a jet's engines), it's harder to hit that spot, especially with big guns. When doing structural damage, you get a bonus for the size of the object, making it easier to hit (but you'll need more successive hits to destroy it).

Also, some people would rather blow something to tiny pieces than simply kill the crew, and there's nothing wrong with that.

Doopliss wrote:I'm having trouble picturing how you can score ten successful hits on a tank without wrecking its engine/controls/treads, though.

Actually it does. For every point of structure damage something takes, it gets -1" to movement.

Well, near miss rule applies.

"You can get more of what you want with a kind word and a gun, that you can with just a kind word." - Al Capone
My official post number 1000 was "The whole battle?"

Theblackdog wrote:My structure damage rules say that the number of structure points the vehicle loses = damage roll - armor roll (if the damage roll is greater than the armor roll. If the armor roll is greater, the vehicle doesn't GAIN structure points). I find this to be pretty convenient; 2 to 3 hits will kill most vehicles with this method.

I think I like TBD's rules alot, so I woll use those in my next Forum battle. (which will have a lot more vehicles.)

jifel

"And the angels of darkness descended upon pinions of fire and light...the great and terrible dark angels."

Glory be to the Bomb, and to the Holy Fallout. As it was in the beginning, is now, and ever shall be. World without end. May the Blessings of the Bomb Almighty, and the Fellowship of the Holy Fallout, descend upon us all. This day and forever more. Amen!

One of the nicest things about Brikwars for me is the ease of which you can show vehicle damage on the battlefield. If a jeep gets hit with a sword, it might just lose a mud guard, but with a high-explosive shell it will become very functional battlefield rubbish, which the surviving crew can then take cover and hide behind as they search for a weapon to use.